Priest of Ranald Fan-made WarriorI have recently been working on a Priest of Ranald for Warhammer Quest.

The source materials I am using are from Warhammer Fantasy Role Play 2nd Edition. It should be more simple than most of my custom Warriors. Other than the Friendly Giant, this would be my first Warrior character actually based upon background info from the Warhammer World.

I hope to have something substantial to post on this in the near future. Just thought I would let guys know that this is in the works.

If I succeed in this endeavor, then there are at least one or two more priestly characters I wish to add as well.

EDIT: For those not familiar with the Warhammer World beyond the Warhammer Quest game, Ranald is the god of Good Fortune, and etc...

I here quote from the core rule book of WFRP 2nd ed.:

"Ranald is the God of Good Fortune. He is often associated with thieves, rogues, gamblers, and other unsavoury characters, but the common folk also view Ranald as a patron. Priests of Ranald are tricksters by nature and use their spells as they think Ranald intended. Those that call upon Ranald often find themselves obsessed with change, gambling and telling tall tales."

Last edited by OldWarrior, 7/Jan/2013, 11:24 am

--- Old Warrior

Check out Bible NotesIt is one of my favorite places on the Internet.
God bless you, everyone!

Re: Priest of Ranald Fan-made WarriorOkay, I decided to share the basic rules for the Priest of Ranald. There will certainly be some editing -- especially after play testing him a bit. Advanced rules I plan to share once I finish them -- hopefully, soon. I still have some blessings, skills, and settlement rules to work out.

I am not sure exactly the final format of the rules, since there is so much to organize, but here is the substance for starting out in the basic game. Some of the things you see here will have additional rules and/or benefits in the advanced rules section. For instance the path of The Brotherhood will have special meaning in settlements.

All Priests of Ranald begin with a Holy Book of Ranald, a Holy Charm of Ranald, and the Sleight of Hand skill. Also, they each have two Stilettos and three Daggers.

Holy Book of Ranald -- contains three beginning blessings: Stealth of Ranald, Good Fortune, and Evasion (see below in this post for the details of the blessings and blessing attempt info & Ranald's Wrath! )

Holy Charm of Ranald -- No Priest of Ranald would ever venture forth from his home, much less into a dangerous dungeon, without wearing this charm sacred to the cult of Ranald. Most often it is worn in the form of an 'X' on a chain around the neck. It may also take the form of crossed fingers. The charm gives the Priest +1D3 Luck at the beginning of the Adventure. This is in addition to the characteristic Luck value that he already has. One point of Luck may be used to re-roll any one of the Priest's dice rolls during the Adventure.

Stilettos -- the most-favoured weapons of Priests of Ranald and they are proficient with them. They do normal damage -1 Strength (Damage Dice + {Str -1}), or 1D6+2 starting out. The Priest's Stilettos may be concealed just like a normal knife. Thus, if the Warriors find themselves without their weapons, the Priest of Ranald still has his Stilettos hidden in his boots. The Priest may duel-wield the Stilettos gaining an extra edge in combat. Whenever he rolls a natural 6 to hit, he gains an extra Tricky Attack to use immediately against the same target. This extra Attack gets an additional +1 to hit (total of +2 with Sleight of Hand skill) and, if successful, it ignores the target's armour. If the Priest rolls a natural 6 to hit with his Tricky Attack, then it will also ignore the target's Toughness! Normal knives and daggers may be wielded in close combat to gain the benefit of other skills, but only Stilettos gain this special extra Tricky Attack. All close combat Attacks (except those of the Sneaky Attack skill) made with Stilettos (including Tricky Attacks) , knives, or daggers may death-blow as normal (per the normal Death-Blow rule).

Daggers -- The Daggers may be thrown or wielded in close combat per normal rules (Damage = Damage Dice + Strength 1).

Sleight of Hand -- All Priests of Ranald start with this special skill which gives them some advantages with daggers, knives, and stilettos. With all such weapons, whether thrown or wielded in close combat, the Priest gets +1 to hit. This stacks on top of any other to hit bonuses. This skill also gives them the ability to duel-wield these types of weapons in close combat. This is what enables the special Tricky Attacks with Stilettos and other skills which they can learn later.

THE TENTHEvery Priest of Ranald is bound to pay "The Tenth" of his increase to Ranald, by making donations to the Cult of Ranald. At the end of each adventure, the Priest gives 10% of their current gold to Ranald. (Suggestion: if it seems easier, a GM or gaming group may wish to just deduct 10% from all gold the Priest of Ranald receives during the adventure.)
(Note for this post: In the advanced rules, this 10% is treated like the Trollslayer's experience gold, with a separate total for training purposes.)

FOUR PATHS -- ORDERS OF RANALD

This section shows the extra things the Priest of Ranald has from his chosen order.

No OrderThis Priest is more independent than others and his survival skills and equipment reflect this.
Extra Equipment: First Aid Kit and 3 Bandages
Extra Skills: Extra Lucky, Sneaky Attack, and First Aid

Extra Lucky: Instead of rolling 1D3 for the number of extra Luck points granted by the Holy Charm of Ranald, the Priest may roll 1D3+2.

Sneaky Attack -- As soon as monsters are placed on the board at the beginning of every monster event and before any ambush happens, the Priest can sneak in a quick Attack against a monster which has just been placed adjacent to him. This Sneaky Attack is subject to psychology effects and cannot result in a death-blow, though it may result in a Tricky Attack on the same monster if it survives the initial Sneaky Attack and the Priest is duel-wielding Stilettos.

First Aid -- The Priest has learned to treat his own wounds and the wounds of others as well. If the Priest ever loses his First Aid Kit, the once-per-turn Treat Wounds aspect of this skill cannot be used unless a replacement First Aid Kit is gained. The First Aid skill affects two things: the use of a First Aid Kit to Treat Wounds and the Application of Bandages on Warriors who have fallen to ZERO Wounds.
Treat Wounds -- As long as the Priest has a First Aid Kit, he may attempt to treat the wounds of any single adjacent Warrior, including himself, once per turn. It can work on a Warrior, but not the Priest himself, who is on ZERO Wounds. First he chooses the target. Then he rolls 1D6. On a score of 4+ (= 50% chance), the Warrior's wounds are successfully treated, granting 1D3 + the Priest's Title (1D3+1 as Initiate, 1D3+2 as Priest, and so on) Wounds of healing to the target. This healing cannot take the Warrior's Wounds above the starting value.
Application of Bandages -- With the First Aid skill, the Priest of Ranald will tend to succeed more often when applying Bandages to a Warrior that is about to die. He will roll 1D6 as usual, but it will succeed on a score of 3+ (instead of the normal 4+ as stated in the RolePlay Book).

The Givers of CoinPriests belonging to this order are not as reckless as some others, having learned that in order to share the proceeds of their endeavours requires not getting caught! Thus, their skills at picking locks, climbing, sneaking and evading tend to be better.
This order tries to better the lives of the poor by stealing from the rich and giving to them. (Advanced rule included here for the moment ->) Thus, they will pay 'The Tenth' more often than other Priests of Ranald do. They not only pay 10% of their current gold at the end of an adventure, but will also pay another 10% of their current gold immediately before leaving a settlement.
Extra Equipment: Lock Tools (more useful in the advanced game)
Extra Skills: Escape Artist, Evade and Parry

Escape Artist -- The Priest of Ranald gains +1 to any dice rolls related to escaping anything, such as Escaping Pinning, escaping a prison cell, or escaping a dungeon (rolling on the Escape Table).

Evade -- The Priest of Ranald may attempt to evade, on a 1D6 result of 6, each incoming close combat attack which hits him, but only if there is an empty space adjacent to the Priest into which he must move in order for this skill to work. Pinning is assumed to be escaped with the successful use of this skill.

Parry -- The Priest of Ranald may attempt to parry with a result of 6 on 1D6 for each incoming close combat attack which hits him, but only while duel-wielding some combination of Sitlettos, knives, and daggers. Note: it is easy for the Priest of Ranald to switch from throwing Daggers to Stilettos or knives in time to parry.

Order of the Crooked FingersThis order majors on stealing and doing whatever one wishes to do with a bit more abandon than the other orders.... They tend to be more reckless, but also potentially gain more from their attempts at thievery.
Additional Skills: Sticky Fingers and The Art of Poisoning.
Extra Equipment: 3 Vials of Poison.

Sticky Fingers -- While not as adept at it as a Halfling Thief, this Priest has learned the art of thievery. Every time the party gains a treasure in an adventure, specifically once per treasure event including Objective Room combats, the Priest of Ranald rolls 1D6. For each result of 6, he gains a Dungeon Room Treasure. For example, if the Warriors have just finished the Objective Room combat in which two Unexpected Monster Events were added, the Priest would roll three 1D6s for a total of three treasure events, gaining one treasure for each 6 rolled.

The Art of Poisoning -- At the beginning of each Adventure, your Priest has three vials of poison which he may use in three separate combats -- one per combat. Each vial is used to coat all the Priest's knives, daggers, and stilettos, making them all more deadly than usual. Every time one of these poisoned blades hits an opponent and actually injures them (causing the target to lose one or more Wounds), roll 1D6 on the Poisoned Table below to see the effect. Sadly, poison effects do not work against undead, daemons, and ethereal creatures.

1D6 Result: Poison Effects1: The target suffers an extra 1D3 wounds with no modifiers.
2: The target suffers an extra 1D3 wounds with no modifiers and loses 1 Attack this turn.
3: The target suffers an extra 1D3 wounds with no modifiers and loses 2 Attacks. If it only has 1 Attack, then it cannot attack for this turn and next turn.
4: The target suffers an extra 1D3+1 wounds with no modifiers and loses all its Attacks for the current turn. It can defend itself normally though.
5: The target suffers an extra 2D3 wounds with no modifiers and is paralyzed for one whole turn in which it cannot do anything, though passive skills (like Magic Resistance and Magic Dispel) and magic protection items (like magic armour) still work. All Attacks against it during this time hit automatically -- unless deflected by some magical effect!*
*For Attacks where a to hit value could be important (like the Priest's Tricky Attack on a natural 6 to hit), roll the to hit dice anyway, but it cannot miss even with a roll of 1!
6: The amount of poison that enters the target's body is so potent and deadly that the target dies instantly!*
*Unless it is a LARGE Monster, in which case its current Wounds are halved and its Attacks are permanently reduced by 2. Such an effect cannot reduce the target's Attacks to less than 1.

The BrotherhoodPriest of this order concentrate more on business and tend to have more success at earning and saving gold.
Extra Equipment: Furs (+1 T)(does not hinder blessings), 3 more Daggers (for a total of six!), and 3 Provisions. Also, his Stilettos are made with silver and count as magical weapons (more useful for higher level monsters).
Extra Skills: Big Investor and Head for Business. (See Advance Rules for the second one, since it has no use in the basic game.)

Big Investor -- Priests belonging to the order of the Brotherhood earn so much extra gold on their investments and business endeavors that they do not feel the effects of paying "The Tenth" to Ranald (do not pay the 10% gold), who makes their prosperity possible. In game, this means that the Priest will never be seen to pay the actual gold needed to satisfy Ranald in this matter. Think of it as the gains and gifts cancelling each other out.

BLESSINGS

The power of a blessing, as the Priest calls upon Ranald for aid, is linked in some mystical fashion to the power of magic, but is highly influenced by the Priest's own will. The Priest of Ranald may attempt to cast up to two blessings per turn starting out (but see Ranald's Wrath below). For a blessing to be successful, the player must roll a dice, add the Priest's Will Power to the roll and score 7 or higher (7+) to succeed. The Priest's Will Power represents the strength of his faith in Ranald. To represent the influence of magical power upon these blessings, the Priest may add a +1 modifier to his score whenever the Power Phase is a 5 or 6. However, whenever the Power Phase is a 1, the Priest subtracts -1 from his total score. So, for example, if a 5 is rolled in the Power Phase, the Priest of Ranald chooses his blessing and rolls a dice, scoring a 3 and adds his Will Power. As 3 + 3 = 6, the blessing would normally fail, but it succeeds this time, because the player adds +1 for the high Power Phase roll. Yes, the Priest may use Luck to re-roll his blessing dice.
The Priest may choose to cast the blessing on himself, or on another Warrior.

Rolling a 1Whenever the Priest wants to attempt a blessing, he has to roll a dice (1D6), even if it appears that failure would be impossible. This is because if the Priest of Ranald rolls a 1 for his Blessing dice roll, the blessing fails, no matter what other modifiers might apply at the time. A natural roll of 1 always fails. If the Priest rolls a 1 on any blessing attempted beyond the first attempt in a turn, not only does the blessing fail, but the Priest has incurred the wrath of Ranald as well. When this happens, roll on the Ranald's Wrath table below. Sometimes this might actually result in the blessing succeeding after all (see the details in the table).

The Holy Book contains the following blessings:

Stealth of RanaldRanald blesses you with incredible stealth.Stealth of Ranald may only be attempted during non-combat turns. The Priest of Ranald may nominate himself or any other Warrior on the board. On a successful Blessing dice roll, each affected Warrior will be immune to the very next instance of ambushing enemies. If there are two groups of enemies ambushing the Warriors in the same turn, then it is the first ambush which is nullified by this blessing. Only enemies which normally would have attacked the stealth-blessed Warrior (First Attack Rule and One on One Rule) are unable to perform their ambush (not ambushing the other Warriors either), though they are placed by the normal rules just like if they had been able to ambush. This blessing's effect, whether used or not, dissipates with the first turn of combat the Warrior experiences after the blessing is successfully cast. It cannot be cast during combat. More than one Stealth of Ranald blessing may be in effect at one time, but each Warrior can benefit from the effect once per combat.
Blessing Roll Difficulty (Initiate): 7+
Number of Targets: 1
Duration: until used or it ends at the end of the first turn of combat in which it is not used, or until the end of the Adventure, whichever comes first

Good FortuneGood Fortune is a blessing which may be used only during an adventure or combat situation. This blessing's effect can be used in a variety of ways, both in and out of combat. Think of this blessing as a point of Luck, but as much more focused and limited, because it may only be spent upon the target's very next undesirable dice roll. The result need not be a failed test or failed to hit roll; it may also be a low damage dice result, other quantity type dice, or a roll on a table -- but, the effect is lost if a failed dice roll is made and the Warrior does not use Good Fortune to re-roll it. Good Fortune may be in effect for any number of turns until it is used. Also, any active Good Fortune blessings are lost at the end of the adventure (or end of combat in a non-adventure situation). The re-rolled result must be accepted even if it is worse, representing Ranald's fickle nature. A Warrior can only have one instance of Good Fortune affecting them at a time. Some examples of the many ways this can be used: To Hit rolls; Damage Dice (all of them since they are rolled together); one of the D6 used (perhaps the first 1 rolled) when rolling for gold; a Halfing Thief's Scout or Treasure roll, a Pit Fighter's Quick Reaction or use of Heal-Itt, a priest or mage (of any type) with a chance casting method (Priest of Ranald included) for re-rolling their casting dice, or the spell of a Wizard which has a dice roll included to show a chance of failure. The opportunities for good fortune abound!
Blessing Roll Difficulty (Initiate): 7+
Number of Targets: 1
Duration: until used, until the target's next failed dice roll, or until the end of the adventure (end of combat if not in an adventure), whichever comes first.

EvasionEvasion may be used to bless any Warrior within line of sight, including the Priest of Ranald. When successful, Evasion grants the target a greater chance of not being hit in combat. All close combat and ranged Attacks against the target this turn suffer -1 to hit.
Blessing Roll Difficulty (Initiate): 7+
Number of Targets: 1
Duration: until the end of the turn

Ranald's WrathThe Priest of Ranald, while able to attempt more blessings each turn than the Warrior Priest, is also subject to the fickle nature of his god. Ranald is even more fickle at times than other gods, because of his very nature. While the Priest of Ranald may attempt more than a single blessing each turn, he should beware that further attempts, whether the first blessing was successful or not, could lead to suffering Ranald's Wrath. If the Priest rolls a 1 for his first blessing attempted in a turn, the blessing fails and that is all, but each time he rolls a 1 on a 2nd attempt to bless and beyond in the same turn, then he must roll on the table below to see what effect he suffers from his god's wrath. Luck may be used to re-roll on the Ranald's Wrath table only once per incident and then the re-rolled result must be accepted even if it seems worse than the first result. Though Ranald's Wrath is mostly something to be avoided, Ranald is so fickle that he will sometimes sort of "bless" the Priest even when he is wrathful! Two of the results, Ranald's Absence and Fit of Laughter, turn the failed blessing into a successful blessing, but one of those is costly! One of them, The Trick's on You!, will cause the blessing to work against the Warriors.

A Priest of Ranald may use any item of treasure he finds, with the following restrictions:

Armour -- A Priest of Ranald begins without any armour, but may put on certain types of armour found during his adventures. He cannot use a shield. He will not wear any single piece of armour or armour combination which grants more than 2 points of protection (+2 T from armour). However, he may wear Furs in addition to this, for a total of 3 points of protection (+3T). Wearing Armour, except for Furs, interferes somewhat with the Priest's blessings (See below under Blessings.).
A Priest of Ranald may collect and use treasure which is normally only associated with Wizards.

Weapons -- The Priest of Ranald may generally use any weapon available to the Elf, including bows and Longbows, except for Elf-only weapons. However, the Priest's Sleight of Hand skill, special Stiletos, and other skills related to small bladed weapons make Stilettos, knives, and daggers to be his preferred class of weapons.

Treasures Related to Magic Power -- These will work basically the same as they do for the Warrior Priest -- even though the Priest of Ranald's blessings generally depend more upon his Will Power (see under Blessings above).

Last edited by OldWarrior, 4/Feb/2013, 8:48 am

--- Old Warrior

Check out Bible NotesIt is one of my favorite places on the Internet.
God bless you, everyone!

Re: Priest of Ranald Fan-made Warriorinteresting way of doing it, have you created a level up table, special location etc?

I've made the normal warrior priest of sigmar into a generic class of priest with options to make it into a follower of Sigmar, Ulric, Ranald, Shallya, Myrmidia or Morr.
they each have slightly different stuff depending on which god you follow but otherwise work the same way.

--- most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

interesting way of doing it, have you created a level up table, special location etc?

I've made the normal warrior priest of sigmar into a generic class of priest with options to make it into a follower of Sigmar, Ulric, Ranald, Shallya, Myrmidia or Morr.
they each have slightly different stuff depending on which god you follow but otherwise work the same way.

Well, I got sidetracked from this project, including a major computer breakdown that put it on hold for too long. The full rules are not yet in a presentable form, but I DID work out several more blessings (for advanced rules). I will try to bet back to this creation soon and promise to share the results.

I have been somewhat influenced by a fellow gamer and creator of custom things who said he liked to see each Warrior as having their own special set of rules. This steered me a little bit away -- though not entirely -- from using a template or 'rubber stamp' type of generic priest as you suggest for all of the custom priestly types that I hope to create. Though I like your idea as well.

Re: Priest of Ranald Fan-made Warriorthanks for the links, I will look at those for inspiration.
my classes are pretty much complete but I may adapt if other stuff seems it'll fit.

I try to stick to making them similar simply because I have a habit of making things too complicated.
my alchemist for example is wallowing in a pit of complexity and I am ever wary of making a character that just blows others out of the water.

the way mine works is that each priest has a sub-table for skills that each god has, different weapon and armour restrictions, different specific god blessings (in addition to some generic ones all priests get)

I also changed the hammer of sigmar weapon on the objective room treasure table to "holy weapon" and invented one for the other 5 deities so they all had a chance to find a "weapon of my god"

--- most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

Re: Priest of Ranald Fan-made Warriormy main stumbling block was that I wanted all priests to be healers, although in WFRP and warhammer background generally they are not healers specifically, there are still tales of people going to shrines to be healed and I wanted more healers for a simple "can we have no wizard please?" feeling.

off to do more reading now

--- most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

Re: Priest of Ranald Fan-made Warrioroverall I like it, the dual wielding stilettos is different to the current options available (noble/wardancer) for a warrior that fights different to normal.

the luck point storing amulet is nice: not too powerful, not too weak, just about right I think.

few things that come to mind: poison seems very powerful.
even if it was limited to the result of 1 for a whole combat it would be powerful, not necessarily too much, but definitely strong.

the higher rolls are, in my opinion, too strong. as levels go up this would only get worse I think too. (sorry I have no "off the cuff" solution)

I have not read all of the blessings so will not comment on those.

there is no section explaining "Head for Business" that I could fine: I might have missed it. I would be interested in this.

the armoured skill enabling armour to no longer penalising: the way I approach it with warriors I think should be able to wear some armour but not become a heavily armoured "tank" is to enable armour with no restrictions to be worn.
sometimes I restrict the armour points gained per item (no items giving more than 1 point for example still enables armour, helm and shield) or a total maximum could work.

will think of more and read more later

--- most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

Re: Priest of Ranald Fan-made WarriorThanks for your time and comments, Edquest.

I will keep these in mind and reread the work myself. It has been a while since I actually worked on this seriously.

The Head for Business skill is found in the General Skills section. As the Priest of Ranald levels up, he chooses which table to roll on for his new skills, either that of the Small Blade Skills or of the General Skills. I quote the skill in question below. I did not include the details in the basic rules section since it is related more to the advanced rules and since it can also be acquired by Priests of Ranald who have chosen a different path.

quote:

Head for Business

This Priest has become well-connected and proficient at haggling. This skill relates to purchasing goods in shops. The Priest now adds a positive modifier to all his stock rolls, +1 in a Village, +2 in a Town, and +3 in a City. The haggling aspect of this skill gives the Priest a chance to spend less gold for what he wants. Upon finding that an item is in stock, the Priest then rolls 1D6 to determine how well his haggling pays off: on 1, 2, or 3, he pays full price; on 4 or 5, he pays 10% less, and on 6, he pays 20% less. If a Priest decides to haggle for an item for which he does not have the normal full price and the haggling fails to bring the price down to what he can afford, then he is subject to the Time Wasting rules as normal. If the Priest already has this skill, he may use the skill as normal, but now also has the option to spend a single Point of Luck both to ensure an item is in stock AND to re-roll his haggling dice once and take the best result. After this improvement, this same skill result should be re-rolled on this table.

Concerning the Art of Poisoning, I think I can see that it might be too powerful. It is limited to only three combats per Dungeon -- based upon the three vials of poison needed to use it.

What if I left the table mostly as is and limit each vial of poison to working for only up to 1D3 turns in the current combat instead of for a whole combat? By this standard, a Priest of Ranald could use Luck or the effect of a blessing to reroll his 1D3, if he got an undesireable result and still would only have a maximum of three turns in which to use the poison effects table to his advantage. If I were to make this change, I might need to revise the table slightly to work consistently with this mechanic.

Last edited by OldWarrior, 13/Apr/2015, 5:51 am

--- Old Warrior

Check out Bible NotesIt is one of my favorite places on the Internet.
God bless you, everyone!

Re: Priest of Ranald Fan-made WarriorI must have missed that bit, sorry.
I like that skill.

the poison could work well as a D3 turns job I suppose, personally I think I'd just make it a consistent skill.
as written every time a wounding hit is caused the player would need to roll on the poison effect table.

I think the lower rolls on the table are fine, although I'd not make the loss of attacks carry on other turns: losing all attacks for one turn is good enough.
plus I also dislike instant kills.

with that being said while using poisoned stilettos the priest won't be using magical weapons etc. so maybe this will workout in the wash?

most instant kills require a massive resource expense (frost blade means you have one attack only, that one has to hit and cause damage. I've seen lots of luck/potions of strength and similar piled into this to make it work) but this character also has a mechanic (extra luck) to reduce the problem this causes.

alternatively make the poison once per adventure: it is very powerful after all

--- most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.